If I am correct edxot, it is required for playing anything custom within a mod. So I just suppose you want this custom map rotation in Promod…
This is how the file looks from QWTA. You can try to remove the qwta bits and see what happends (unless you wanna play within QWTA ofcourse).
campaignname/def/proficiency.def
// ======================================================================
proficiencyType fieldops {
name “fieldops”
stat_name “fieldops”
level 12
level 24
level 48
level 96
qwtalevel 12
qwtalevel 24
qwtalevel 48
qwtalevel 96
}
proficiencyType soldier {
name “soldier”
stat_name “soldier”
level 12
level 24
level 48
level 96
qwtalevel 12
qwtalevel 24
qwtalevel 48
qwtalevel 96
}
proficiencyType covertops {
name “covertops”
stat_name “covertops”
level 12
level 24
level 48
level 96
qwtalevel 12
qwtalevel 24
qwtalevel 48
qwtalevel 96
}
proficiencyType engineer {
name “engineer”
stat_name “engineer”
level 12
level 24
level 48
level 96
qwtalevel 12
qwtalevel 24
qwtalevel 48
qwtalevel 96
}
proficiencyType medic {
name “medic”
stat_name “medic”
level 12
level 24
level 48
level 96
qwtalevel 12
qwtalevel 24
qwtalevel 48
qwtalevel 96
}
// ======================================================================
proficiencyType battlesense {
name “battlesense”
stat_name “battlesense”
text “game/proficiency/battlesense”
level 8
level 16
level 32
level 64
qwtalevel 8
qwtalevel 16
qwtalevel 32
qwtalevel 64
}
proficiencyType weapon_handling {
name “lightweapons”
stat_name “lightweapons”
text “game/proficiency/lightweapons”
level 8
level 16
level 32
level 64
qwtalevel 8
qwtalevel 16
qwtalevel 32
qwtalevel 64
}
proficiencyType vehicle {
name “vehicle”
stat_name “vehicle”
text “game/proficiency/vehicle”
level 15
level 30
level 60
level 120
qwtalevel 0
qwtalevel 30
qwtalevel 60
qwtalevel 120
}